Ah, you're correct. It does look like it shows the wrong ending screen for one of the endings. All of them show the correct text, it just looks like the image was shown incorrectly. So goes gamejam stuff :) when/if we update the game, we will resolve this.
beepsoft industries
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I wrote up a guide too if it helps: https://norbez.itch.io/to-train-a-killer-first-hunt/devlog/776838/guide-to-endin...
I just wrote up a guide. Check it out here: https://norbez.itch.io/to-train-a-killer-first-hunt/devlog/776838/guide-to-endin...
That’s good to hear. The demo has a lot of themes that seem like domestic abuse. If that’s not intended, I’d suggest you be more cognizant that if you’re writing a story about a male game developer and his wife is prominently shown and they are fighting, it could seem like domestic abuse, even if there are happy moments shown.
I understand relationships have many aspects and as someone who writes games with horror/nuanced interpersonal stories, I know it’s a hard line to walk. But it would be a shame to have such a cool concept ruined by “the sadness in this story is domestic abuse” when you could tell so, so many relationship stories that don’t have that kind of violence and that can still be horror themed.
Thank you for listening to my feedback!
I'm very interested in this game, but I don't know if I have it in me to play another 90s tech style analogue horror game where the husband is abusing his wife, or there's some kind of domestic abuse. I think it's just the lowest hanging fruit, and there's so many other more interesting stories to tell. I can only hope that this isn't the plot that you're aiming for, but if it is, I may just have to skip this even if it's a very interesting mechanic.
I think the visuals in this demo were so phenomenal, and you all have a really cool idea on your hands otherwise. Great work.
Thank you for the feedback and for playing! We found the door didn't have collision right before we shipped, that's how game james go xD
A lot of new skills were learned during this jam, and we ended up scoping out as much as we could during this time. I agree there could be more added and appreciate the ideas.
This was super fun! The aesthetic was on point, and your use of Ren'Py was enjoyable. As someone who programs in Ren'Py a lot, I will say you did a great job customizing the engine. I saw a few endings but didn't play everything because once I knew the answers, the game wasn't prepared for me to do things, so it was a little out of order. But for a game jam game it was fun and unique.
This was an interesting demo. My biggest issue is that I was having a hard time drawing the door knob bc of the thickness of the pen. (I also accidentally dropped the green orb inside of a piece of geometry and lost it so I had to reset. That's my fault though.) I'd like to see where this goes if you go further with it.
I tried to play this but it wasn't my kind of game. I'm not going to rate it because I couldn't play it for too long, but I wanted to say I really did not like that both the splash screen had a loud jumpscare noise and quitting made such a loud noise with a jumpscare. I would suggest not doing that, or at least making the volume WAY lower on any kind of noise that's outside of the game (and thus the player cannot control the volume of it).
Great game, liked the visuals and would love to see it expounded. For some feedback: It would be nice to know as a player when I should be trying to click on things and when dialogue is happening so I could distinguish between when I can take action and when I am reading. Also love to see people working in Godot.
I really loved the art and music in this. Reminded me of World of Horror in a way. The characters were cool. It was hard to understand where to go and who would be good where, but I did muddle through 50 turns and make it out. No idea how you got such good VN style text in AGS (something I was struggling with previously so I moved away from using it for a game I currently have in development). Great work.
I like the idea. The audio is good and scary. The rooms are interesting. I also had issues with the frame rate lagging quite a bit when I moved from room to room. I couldn't figure out how to bring up the inventory when I was playing. The biggest issue is that the ghosts would spawn on top of me, instantly hurting me. I think that's the biggest complaint but this could be better upon iteration. Cool job.
I killed Dracula and I'm not sure if most of these assets really go together. I don't think anything much happened here. Not sure how much effort was actually put in here.
Edited to add: I looked because I was really curious about the size of the game, and it looks like all this music is OC Remix files. Not sure how much of what's in here was taken from other sources.